Commit graph

8 commits

Author SHA1 Message Date
rextimmy 1559e7a3d3 PhysicsShape applyForce function 2017-01-05 10:38:05 +10:00
rextimmy 55e9af9786 PhysicsShape applyTorque function 2017-01-04 13:23:36 +10:00
Areloch 34ad0c39d5 Removes the body for the physicsBody's findContact function until it's ready to be finished/used with the entity/component stuff.
This corrects an error for PhysX compilation due to unready code being inadvertently added in with the e/c update.
2016-07-04 16:19:08 -05:00
Areloch 3a73344abb Resolves merging-order conflicts for the vehicle physics PR, as well as correcting cmake not blacklisting the componentGroup files if TORQUE_EXPERIMENTAL_EC was flipped off. 2016-06-05 19:17:34 -05:00
Areloch 37e030f8f4 Makes vehicles work with the physics plugins.
Makes vehicles create a basic physics body when using one of the physics plugins so that they can collide with other physics-enabled objects.

Based on @rextimmy 's work.
2016-06-04 16:47:03 -05:00
Areloch b64123a452 Adds findContact to regular physics bodies so that they can find contacting objects and surfaces in a way similar to players. 2016-05-13 23:57:48 -05:00
DavidWyand-GG cff2ab046a Bullet physics applyImpulse() fix
Bullet physics requires a local origin be passed into it's
applyImpulse() rather than a world origin.
2014-02-09 18:10:53 -05:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00